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Super Mario World Extra

Standard

Yes that's the name of the hack. Simple hack, just like it's (unoriginal) name. All it really changes are the levels, a path and some of the help texts. I'm, unfortunately, not skilled enough to really do an overworld hack, especially when testing it can be a royal pain, what with SRAM issues of overworld saves. If I unlazy later, I might get around to it but it wouldn't matter all too much.

However, this hack does change virtually every single level. A few levels are just small edits or changes but a very large amount are complete changes. Plus, from what I heard from most people, it's actually kinda fun.






Download the IPS patch here.

Known Bugs:
* An overworld dot near the middle of the game refuses to show up, or shows up as a Star. Nothing I do seems to fix it unfotunately...
* There might be one or two exits that lead to an area where the camera (PoV) is in the wrong place. I made a thorough test but doing it alone, I can't catch every single thing...
* That being said, there might be other bugs too, be sure to post them here if you find any and I can fix them for you.

Hope you all enjoy it!
The Arbalina Quest was once Known as Super Mario World EXTRA.
Overworld - Apparently unedited? Oh, there's a Lakitu.

Yoshi's House - Unedited.

Bandit's Way - Why is every block in this level a star (2?) block? I went to 28 lives playing this once. There's no replay value and it's very short. What's the point?

Yellow Palace - some cement blocks added (and I think time reduced?) but otherwise nothing mentionable. A pointless edit.

Great Grasslands 1 - Okay level, but you obviously didn't ctrl+del. Some of the bush tiles look nice, some look awful (the one with 4 diagonal berries). The blue coin thing is a little lame. Also, making the player walk at the bottom of the screen where they can't see is a huge no-no, even if you tell them about it first. I now have 32 lives.

Bullet Bill Air 1 - Pretty boring. Autoscroll with not much to do. Since you start with two feathers, I just floated my way through the level on Yoshi, hopping from high point to high point. I'm starting to notice an overuse of yellow ! blocks, and near the end they even seem to be placed to hinder the player. I have 35 lives now.

Great Lake 1 - Underwater music in an above water level. Obvious lack of ctrl+del. Enemies off screen where you can't see or avoid them.

Iggy's Castle - Decent castle. Second area isn't bad. Not too hard and not too easy. Some tiles cut off after the boss door. Iggy's still his same old self.

Great Grasslands 2 - Not bad. A little heavy on the baseball throwers. Obvious lack of ctrl+del again. Secret exit more or less the same. I like your naming convention by the way.

Great Lake 2 - Okay. Kind of similar to the original. Secret exit the same.

Boo's Secret House - Pretty similar to the original. Too similar to comment on. Secret exit is a little more tricky, but not enough so that I couldn't figure it out. Boss fight not significantly changed.

Heavenly Star 1 - Much more interesting than the original. And I had fun spitting/grabbing the key for the whole level.

Piranha Tundra 1 - More interesting than the original, at least, and has a sort of pipe/plant theme.

Grey Caves 1 - Short, but okay. Not a bad puzzle for the secret exit. I'm starting to think "lack of ctrl+del" is going to be the norm.

Green Switch Palace - Very minor edit which actually makes it easier to get a 1-up, I think. I now have 38 lives.

House of Boo - Puzzle hasn't really changed. You can easily fly to the top in the second area to solve it. Secret exit is the same.

Top Secret Area - Pointlessly changed to be in the air with vines you have to climb.

Lift Express 1 - Not bad for a guided line level, which isn't saying much.

Bullet Bill Air 2 - I give this about the same comments as the first one.

Morton's Castle - Eh...

I didn't finish. Kind of got tired of playing remixed SMW.

It's not bad for a first hack, if that's what it is. I suggest using ctrl+del for all levels. Redo backgrounds, change sprite indexes, use different enemies. Make it less predictable. I didn't see any major errors though, so kudos.
This was indeed my first hack and was actually supposed to be something I did in my spare time, for fun.

How about I give the hack a little backstory? I didn't have time to at the time of the original post, and didn't think about it. Seeing your comments, I think it deserves it now.

When I first started, I was really fiddling around with the game honestly. (That's why you see the Lakitu on the OV) Bandit's Way was the second ever level I made. (First one I ever made never got in; take a guess why) I made it in memory of the World 7 level of similar theme in SMB3, because I really liked it. After that, I decided to change the rest of Yoshi's Island. Very simplistic and you can see a lot of flaws in my level design...you can clearly tell this hack wasn't meant to make a good first impression.

After I got half way through the Donut Plains and showed my friends, they said they really liked it, and told me I had potential. So after that, I started trying harder.

Really, you can only start seeing actual real different level design from Vannila Dome onwards. Same with Star and Special World, though I always kept the level themes intact for the most part. It was a general habit I got into. My first intention was really just an add on to SMW, a remix as you said. It really wasn't meant for people who have played dozens of hacks and are looking for something so drastically new. (Ie my friends)

All I wanted to achieve was a hack with decent and not so over the top challenging level design. (Before I got into SMW hacking, I used to play the hacks on Zophar's Domain a lot, so I got used to seeing stupidly hard SMW stuff being used)

Now for a couple comments on the person who posted above me!

Originally posted by Dispari Scuro
Great Grasslands 1 - Okay level, but you obviously didn't ctrl+del. Some of the bush tiles look nice, some look awful (the one with 4 diagonal berries). The blue coin thing is a little lame. Also, making the player walk at the bottom of the screen where they can't see is a huge no-no, even if you tell them about it first.


Player wasn't intended to do that on their first thought. You were supposed to attempt to jump the blue coin blocks and hop from brown block to brown block, platforms down below only served as a "Safety net" since it was the first level.

Originally posted by Dispari Scuro
Bullet Bill Air 1 - Pretty boring. Autoscroll with not much to do. Since you start with two feathers, I just floated my way through the level on Yoshi, hopping from high point to high point. I'm starting to notice an overuse of yellow ! blocks, and near the end they even seem to be placed to hinder the player.


This becomes a recurring theme later on where pressing a switch palace doesn't necessarily mean 100% good. Something I probably should've reconsidered. (It made one level extremely frustrating if you pressed the red switch) The Bullet Bill Air levels don't give you the free feathers later on and tend to become rather complex, creating bullet patterns. I was always told they were the best levels in the game...

But then, my friends are all shmup addicts. Ah well. Not all the advice you get are the best.

Thanks for you indepth consensus though, it's much appreciated. I hope you play through more of the hack and discover the better levels in it. As my friends always said, the most notable levels are somewhere in the middle of the game, the ones you have to work for a bit but not too far off from reach.
So reading the replies I have to wonder if all that's expected nowadays are super-hard ASM hacks or Kaizo-difficulty lulzfests. =|

I was one of the guys who was constantly testing this as he worked along, and I can say that while it's not a ASM-fest of "woah oh my god BIRDO IS IN THERE" it's still fun. People seem to just care too much about shiny or difficulty nowadays. =|

I'll admit, yes. It is a "edit" or "remix" or whatever you wish to call it, for the first two worlds at least. On Vanilla Dome you see that yes, the levels maintain the original "ideal" behind them, but it's nice to see that they're not the same anymore. Once you get around Bullet Bill Air 3, you'll notice that the levels are actually getting different. For the most part they keep the original "theme" but who cares, it's still fun.

After Vanilla Dome, the levels really pick up and are even better than the "intro stages" as I liked to call them - I particularly like Castle 4. Castle 5 has been completely changed from the original idea, and Castle 6 becomes more of a test of patience than a "OH GOD I GOTTA RUN I GOTTA RUN D=" paranoiafest.

Also, Bandit's Way wasn't changed from the idea since if you're a hardcore no savestate player, you'll need those lives later on. Me and the author would netplay this hack from time to time and every once in a while (due to lack of stating in zsnes net) one of us would go and make a run back to Bandit's Way so we don't end up game over'ing. (Or we made bets, but that's besides the point.)

But eh, matter of opinion I suppose. Life goes on eh? What I say won't really change much since.. eh. Whatever. It's 4:42am and I'm defending a hack when I really don't know how things roll around here. I'm so lame~

Some'll like it, some won't, but.. eh.

ps red switch palace isn't worth it but the method for getting it changed a lot

ok I'm gonna go lurk now bye
Touhou is actually pretty easy unless you hate yourself enough to play for score
@LKA:

It's not that hacks have to be ASM fests with custom music and graphics. It's just that this hack is far too similar to the original SMW. Level properties weren't changed, sprite properties weren't changed, layouts were mostly modified. For example:

You go into a castle. You already know that the second area is going to be a vertical left/right scrolling block room. You got into a ghost house and already know the secret exit is going to be a hidden blue door in the third room. You get to level X and already know it's going to be a line-guided level. You already know certain levels will include volcano lotuses, dolphins, or grinders.

Now, that's just predictable, and pretty boring. If the hack is changed so that the levels are all unique and different, that's totally different. I can enjoy a hack even if it's just "vanilla," as long as I don't already know what's going to happen.

And for the record, I didn't like Kaizo. I didn't even like TSRP that much, due to difficulty. I thought this hack's difficulty was pretty on-par, although I only played through world 2.
Your screenshots look quite interesting! It looks good so far.

However, using water on the same level as the top of a ledge is a bad idea for many reasons... like in the cave with water.

...that's all the criticism I have.
It's not even close to Halloween, and already Christmas Sales are starting early!
Yoshi's House: Unedited. Fail.

Bandit's way: It's bad. It's linear. It sucks.

Yellow Switch Palace: Sucks. All you did was add a few Cement Blocks.

Great Grasslands 1: Sucks even harder. Why did you put in so many opportunities to get 1-ups? I got 36 lives in one level. Also, platforms below where the player can see = NO NO NO NO NO NO NOOOOOOOOO! Worst. Level. Ever.

Bulletbill Air 1: Not bad. But still, why does the yellow switch palace make it harder? Also, stacking cannons on top of each other = no. I can see a small part of the BG through it,

Great Lake 1: This level doesn't suck, but it's still bad. The last part with the goal tape is unedited.

Iggy's Castle: Sucks. You barely edited anything. The screen scrolls past the door at the end.

Great Grasslands 2: SUCKS ASS. It's a blatant 015 edit.

Grey Caves 1: Sucks. It's a blatant DP2 edit. It's the only real "Challenge" in the hack. There's also a few Graphical Gliches.

House of Boo 1: FAIL. A very blatant edit. You made me stand on the invisible part of the screen. And then you stopped the vine and made me spinjump on the boos, which, I should mention, is VERY hard to do. It sucks.

Lift Express 1: Decent. I see you learned how to edit palettes here.

Bulletbill Air 2: Sucks. Palette fails. 'Nuff Said.

Morton's Castle: Blatant edit. I can't get past this level. WTF am I supposed to do here?


Overall, I see this is your first hack. I also see you didn't know how to change the level's tileset Settings. Your OW is unedited except for an added lakitu. Fail.

This hack is decent in a few places, like Lift Express 1. But most other times (Like Great Grassland 1), it sucks. All levels are blatant edits of the originals. You didn't edit the title screen. I can get many, many lives in Great Grassland 1, and I can't get past Morton's Castle. Fail. But hey, you did better than me on my first hack:

*Throws Up from looking at pure failure*
Originally posted by Dispari Scuro
@LKA:

It's not that hacks have to be ASM fests with custom music and graphics. It's just that this hack is far too similar to the original SMW. Level properties weren't changed, sprite properties weren't changed, layouts were mostly modified. For example:

You go into a castle. You already know that the second area is going to be a vertical left/right scrolling block room. You got into a ghost house and already know the secret exit is going to be a hidden blue door in the third room. You get to level X and already know it's going to be a line-guided level. You already know certain levels will include volcano lotuses, dolphins, or grinders.

Now, that's just predictable, and pretty boring. If the hack is changed so that the levels are all unique and different, that's totally different. I can enjoy a hack even if it's just "vanilla," as long as I don't already know what's going to happen.

And for the record, I didn't like Kaizo. I didn't even like TSRP that much, due to difficulty. I thought this hack's difficulty was pretty on-par, although I only played through world 2.


You'd be surprised, I never ended up using Dolphins throughout the entire game. However, I still kept the themes to what was displayed on the overworld because if I didn't, I was afraid that would really make no sense whatsoever, and get me accused of being even more lazy then I really am.

I'm not really going to comment on the guy before me because honestly...that's far from constructive. Not really saying anything other then "Fail" and I don't believe that to be really helping me. :)
I'm going to play through this hack once I get time. It's just an exception but anyways. Reccommended by - all right.

Seeing from the screenshots it doesn't look like a total n00b hack.
At least it's not as bad as Tanook World ^.^.
Nah, I think you did a pretty neat job, but getting so many lives (from what I heard) is not good. Then again, it's your first hack. And it's not as bad as Tanook World, so... at least you're not the worst, and judging by comments and screenshots, you don't have real noticable graphical failures... so, a thumbs-up for you.
Make up your not-as-good level design with ExGFX, or some ASM, if possible.
It would make it somewhat better and more original. I must say, extra SMW hacks are overdone. Think up an original story, too.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
I honestly don't get why having so little lives is of so importance, most people, when they play hacks, they generally savestate, get a lot of lives regardless or are too good to where extra lives really don't matter. I treat extra lives as a value of unimportance here, which is why they fly by so often.
Originally posted by JJames19119
I honestly don't get why having so little lives is of so importance, most people, when they play hacks, they generally savestate, get a lot of lives regardless or are too good to where extra lives really don't matter.

QFFT (Quoted For Fucking Truth).


Well, I haven't really played it yet. But judging from the screenies, it seems that you put a decent amount of work into it for a first hack. And of course, as Joe said;

Quote
At least it's not as bad as Tanook World ^.^.




P.S: Oh, and Daa... please, for the sake of our sanity, just stay in the WoI for the remainder of the night, where you belong. >_>
People savestate yes, but it's not really an excuse for that. You should treat it like a normal Nintendo game, because, come on.... if you can get 30+ lives so easily, the Game Over doesn't have any purpose anymore.

But it's alright.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
For all of you people who are complaining there are too many lives... Go fall in a ditch and burst into flames. At least it's not too hard where you get a game over on the first level like a lot of the hacks we've seen. And it's not one of those generic remake/shitty level hacks, either, so cut him a break.
It's just one thing to fix. How hard is that?!
No, I wouldn't mind about a hack which is easy. No, I wouldn't mind when you have 30 lives after a few worlds, or maybe even one. No, I don't really mind if there are 2, maybe 3 3UP-moons in one extremely secret level.

But getting 10-20 lives in one level, on your regular path, with just having to collect three or four stars and run through enemies and waiting for Lakitu to throw even more... it shouldn't be done that way. I wouldn't mind if you got it some later, and needed some more effort, but doing it here doesn't really fit.

That's all critic I have about the levels.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------

Standard